This appears to happen with both Virtual Shadow Maps and Cascaded Shadow Maps. ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...
It is possible to repo this without the exact steps, but that leaves it ambiguous if the camera moved when exiting PIE or not. ...
The licensee reported this happening on the following cards with the latest driver versions: ● RX 6600 ● RX 5700 The Licensee reported it did not happen on these cards: ● RX 580 ● Non-AMD cards Our ...
This looks to be an issue with shadows in Lumen Direct Lighting, and might be coming from the "Batched lights" pass. ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...
UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...
This is not an issue in Release-5.2. ...